通过点击而不是滑动来触摸吸烟精灵 swift
touch moking sprite by tap not swipe swift
我的代码中有一个块,其中精灵只有在您点击屏幕时才会移动。当我向上或向下滑动时,我希望有这种行为。这是我的代码
import SpriteKit
import UIKit
class GameScene: SKScene {
var porker:Porker!
var touchLocation = CGFloat()
var gameOver = false
override func didMoveToView(view: SKView) {
addBG()
addPig()
}
func addBG() {
let bg = SKSpriteNode(imageNamed: "bg");
addChild(bg)
}
func addPig() {
let Pig = SKSpriteNode(imageNamed: "pig")
porker = Porker(guy:Pig)
addChild(Pig)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches{
if !gameOver {
touchLocation = (touch.locationInView(self.view!).y * -1) + (self.size.height/2)
}
}
let moveAction = SKAction.moveToY(touchLocation, duration: 0.5)
moveAction.timingMode = SKActionTimingMode.EaseOut
porker.guy.runAction(moveAction)
}
}
func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
将 touchesBegan 替换为以下代码:
// Store the start touch position
let yTouchCurrentPosition = 0.0
let yTouchDistance = 0.0
let yTouchStartPosition = 0.0
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
yTouchStartPosition = touch.locationInNode(self).y
}
}
// Calculate the distance of the touch movement
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
yTouchCurrentPosition = touch.locationInNode(self).y
yTouchDistance = yTouchStartPosition - yTouchCurrentPosition
}
}
// Reset all movement states and move sprite
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
yTouchCurrentPosition = 0.0
yTouchDistance = 0.0
yTouchStartPosition = 0.0
let moveAction = SKAction.moveToY(CGPoint(porker.guy.location.x, porker.guy.location.y + yTouchDistance), duration: 0.5)
moveAction.timingMode = SKActionTimingMode.EaseOut
porker.guy.runAction(moveAction)
}
我的代码中有一个块,其中精灵只有在您点击屏幕时才会移动。当我向上或向下滑动时,我希望有这种行为。这是我的代码
import SpriteKit
import UIKit
class GameScene: SKScene {
var porker:Porker!
var touchLocation = CGFloat()
var gameOver = false
override func didMoveToView(view: SKView) {
addBG()
addPig()
}
func addBG() {
let bg = SKSpriteNode(imageNamed: "bg");
addChild(bg)
}
func addPig() {
let Pig = SKSpriteNode(imageNamed: "pig")
porker = Porker(guy:Pig)
addChild(Pig)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches{
if !gameOver {
touchLocation = (touch.locationInView(self.view!).y * -1) + (self.size.height/2)
}
}
let moveAction = SKAction.moveToY(touchLocation, duration: 0.5)
moveAction.timingMode = SKActionTimingMode.EaseOut
porker.guy.runAction(moveAction)
}
}
func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
将 touchesBegan 替换为以下代码:
// Store the start touch position
let yTouchCurrentPosition = 0.0
let yTouchDistance = 0.0
let yTouchStartPosition = 0.0
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
yTouchStartPosition = touch.locationInNode(self).y
}
}
// Calculate the distance of the touch movement
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
yTouchCurrentPosition = touch.locationInNode(self).y
yTouchDistance = yTouchStartPosition - yTouchCurrentPosition
}
}
// Reset all movement states and move sprite
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
yTouchCurrentPosition = 0.0
yTouchDistance = 0.0
yTouchStartPosition = 0.0
let moveAction = SKAction.moveToY(CGPoint(porker.guy.location.x, porker.guy.location.y + yTouchDistance), duration: 0.5)
moveAction.timingMode = SKActionTimingMode.EaseOut
porker.guy.runAction(moveAction)
}